[RELZ] Companion Share & Recruit v3

Post » Fri Nov 20, 2009 5:13 am

Yes!

That worked. I had tried it before, but without waiting... My companions are where I told them to wait with all his equipment, after sleeping 8 hours before closing the gate.

Thanks, TTT, I love your mod and I do not want to change it. :)

P.S.: I want this mod to get better and better. How can I provide you with those detailed crash reports? I say that because I do not know if there is some console debugging I must do or it is only a detailed description of what I was doing, where, with whom, etc...
Glad that works. I could probably wrangle an automatic thing, but... CSR is basically finished now and I'd rather spend the time on CSR:Fallout Edition. For bug reports, what I need is basically just who your companions are, where they're from, where you were, and what you were doing. With that much I can figure out where the problem generally lies.
wonkuruben: That sounds like the 'this NPC needs healing' code is causing the crash. That bit of the code needs minimum FOSE v16, so I'd check that first, then secondary check who's the healer in your party and what mod they're from. Alternately, try dismissing your healer and see if it works.
A lot of "Whenever I do X" crashes are down to a single NPC in the party playing up.
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sam smith
 
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Post » Fri Nov 20, 2009 3:44 am

I'm having problems with this mod.... It works the first time i use it, but when i go to load another save it just refuses to work. wtf.
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MR.BIGG
 
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Post » Fri Nov 20, 2009 2:13 am

That's standard behaviour for any mod with complex scripts. Oblivion doesn't reload saves properly, it only loads fully the first time you load. Any subsequent times it doesn't reload the quest variables, so CSR has a lot of invalid data stored and breaks.
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Gisela Amaya
 
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Post » Thu Nov 19, 2009 3:48 pm

I have a problem with this mod

If i tell my companion to loot something they just go beside the container/corpse and just stand there for 10 seconds and then return to me and if it tell them to repair something they just stand still for some time and then return to me. I can neither make them pickpocket someone or make them do a sneak attack i cant neither make them change their target to something. How can i fix this?

Note: I have given my companion's repair hammers if it is necessary for them to have it for repairing
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Brian Newman
 
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Post » Fri Nov 20, 2009 5:20 am

I'm thinking this is probably due to an Oblivion game engine limitation but an NPC with an armorer major skill of 100 don't seem to repair past 100%. Could scripting make it so that armor can be repaired to 125%?
Also I would like to see the companions go to their default AI routine when you tell them "Wait here> Make yourself at home." Instead of having them just sit and eat the whole time.

Just thought I'd suggest a couple of things for the next version of CSR if they're possible.
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Kristian Perez
 
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Post » Fri Nov 20, 2009 12:36 am

Can i recruit anyone with this, or just certain people? i installed it before i knew about my PC's cooling issues.
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Elizabeth Lysons
 
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Post » Thu Nov 19, 2009 5:44 pm

Can i recruit anyone with this, or just certain people? i installed it before i knew about my PC's cooling issues.

Yes, you can recruit anyone with this mod. Read the readme that comes with the mod for more details.
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Tracy Byworth
 
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Post » Thu Nov 19, 2009 4:34 pm

I've run into a couple of minor problems. CSR mentions that you can get your partner to do a sneak attack, well mine doesn't do anything, even when I'm in sneak mode and they specialize in stealth. Another thing I find strange is that my partner's "aggression" keeps getting reset to 5. Initially it's 30, and even when I type in "setav aggression 30" in the console, it still gets reset to 5 after a while for some reason. Plus if my companion's personality is like 50+, they don't attack the enemy when they attack me, they just cry "help. assault, assault" or "how could you...", but they don't fight back. Is there a work around for some of these issues, I'm fairly familiar with TESCS.
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Alisia Lisha
 
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Post » Thu Nov 19, 2009 8:35 pm

always loved this mod. but talkie with the lovely OBSE goodness in 0018 are there any more companion goodies on the horizon or is this feature complete.
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Solène We
 
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Post » Thu Nov 19, 2009 8:55 pm

always loved this mod. but talkie with the lovely OBSE goodness in 0018 are there any more companion goodies on the horizon or is this feature complete.


Good question. I've also been wondering this..
It seems there a whole load of new features and improvments we can have now.
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Siobhan Thompson
 
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Post » Thu Nov 19, 2009 5:04 pm

I've run into a couple of minor problems. CSR mentions that you can get your partner to do a sneak attack, well mine doesn't do anything, even when I'm in sneak mode and they specialize in stealth. Another thing I find strange is that my partner's "aggression" keeps getting reset to 5. Initially it's 30, and even when I type in "setav aggression 30" in the console, it still gets reset to 5 after a while for some reason. Plus if my companion's personality is like 50+, they don't attack the enemy when they attack me, they just cry "help. assault, assault" or "how could you...", but they don't fight back. Is there a work around for some of these issues, I'm fairly familiar with TESCS.
Yeah, their aggression is set to 5 as you've probably got them set on defensive mode. Go into the order menu and tell them to attack on sight, that should up their aggression to 10 so they attack enemies.
Which enemies aren't your companions attacking? They should like you a lot more than they like the enemies. Have you done a lot of stealing/assaulting with responsible companions that might cause them to dislike you?
The fix would probably be to change a gamesetting that presumably controls what the difference in their disposition to you and your enemy must be for someone to assist you, but I've not been able to find it.

Wizard of thay: I've still got plenty of ideas I want to implement in CSR, but they're going into CSR: Fallout (for example- http://www.youtube.com/watch?v=ZQ45izxd37I). CSR: Oblivion is currently stable enough to leave as it is.

schmoe: It'd be doable, but won't get done. CSR's finished.
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Eve(G)
 
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Post » Thu Nov 19, 2009 4:48 pm

For sneak attack, my companion just won't do it, period. I made myself a custom NPC and made my own custom faction where the disposition to the "player faction" is set to 1000, and that's the only affiliated faction I put on my companion. Funny thing is though, that when I recruit them, for some reason their disposition gets set lower. I didn't keep track of what kind of enemies my companion isn't attacking, the only disctinctive thing I noticed is that they won't attack, (for sure NPCs like bandits, marauders, etc) if I have their personality set too high; and I can do this right in game using console commands. If I accidently hit my companion with an area affect spell or sword, their disposition does go down but I bring it back up again using console commands. So personality points is definately a factor.
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Kelly Tomlinson
 
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Post » Thu Nov 19, 2009 7:39 pm

They've got +255 disposition to you by default, so it should take quite a bit of work for them to have their disposition drop enough that there's only about 30 disposition between you and the target so they won't pick sides in your fights. I'll make a patch that tops up their disposition if it drops below 255 then, I was under the impression that 'raw disposition' couldn't drop below 0 so the minimum disposition to you would be 255.
Oddly though, sneak attack shouldn't be affected as it uses StartCombat which doesn't use regular aggression/combat settings.

E: Also, for the doable/done thing I was referring to the armourer thing. I removed the "Quote" boxes to save space and now it makes no sense :P.
Since I'm making an update to fix an important bug I'll implement it.
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Dalley hussain
 
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Post » Thu Nov 19, 2009 4:44 pm

E: Also, for the doable/done thing I was referring to the armourer thing. I removed the "Quote" boxes to save space and now it makes no sense :P.
Since I'm making an update to fix an important bug I'll implement it.

Yeah, I already understood that, but if you want to implement it after-all. I'm not complaining :) The first time I recruited my companion the disposition was what I had set it at in relation to my "custom" faction. IN the game it only shows 100 but, if you click on your companion for a reference and bring up your console (~), type in "moddisposition player -100". I have to punch that in several times before the disposition reaches zero. That tells me my custom faction thing worked, but as soon as I recruit my companion, the disposition becomes 93. :shrug: As far as sneak attack, I paid better attention this time and the hostile NPC reacts (attacks my companion) but all my companion does is throw invisible and chameleon on themself but doesn't do anything more. My companion's sneak is 100+. I'm running OBSE 1.6, 16? (where-ever the dot goes); do I need a more recent version? Maybe I should remove the school of illusion mastery spells out of my companions spell list in the esp and see what happens? I gave my companion restoration, armorer, and alteration as major skills. These wouldn't conflict between repairing, healing, and buffing all from one NPC?

I'm also wondering if it's not too much work to implement default (initial) combat style and default (initial) AI routine (read book, sleep, etc) options? If it's too much, don't worry about it.

I initally designed my companion so I could fit them for any companion mod, but so far I'm liking yours (compared to CM partners). Simplicity is good, IMO.

Edit I studdied it a bitt and tried a few things but removing the illusion spells out of my companion's spell list only stopped them from using them, but the sneak attack results are the same. They do nothing but say "help, help I'm being attacked" or like stuff in rapid fire (over and over restarting even before the last sentance is finished) and "attack on sight" and "raise the alarm" get both the same results and my companion doesn't defend themselves either way all while in sneak mode, my own weapon drawn or sheethed. :shrug:
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Dina Boudreau
 
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Post » Fri Nov 20, 2009 12:11 am

Which NPC was it? I've had this same issue occur to me several times, especially when dealing with anyone in the waterfront (that's right, I'm looking straight at you, Jair).
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Emmie Cate
 
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Post » Thu Nov 19, 2009 4:31 pm

Which NPC was it? I've had this same issue occur to me several times, especially when dealing with anyone in the waterfront (that's right, I'm looking straight at you, Jair).

Do you mean which NPC did I recruit? My own custom made NPC (using TES Construction Set). Or did you mean which NPC did I command my companion to sneak attack? Any enemy, and I get pretty much the same result.
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Rachel Cafferty
 
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Post » Fri Nov 20, 2009 2:32 am

Yeah, I already understood that, but if you want to implement it after-all. I'm not complaining :) The first time I recruited my companion the disposition was what I had set it at in relation to my "custom" faction. IN the game it only shows 100 but, if you click on your companion for a reference and bring up your console (~), type in "moddisposition player -100". I have to punch that in several times before the disposition reaches zero. That tells me my custom faction thing worked, but as soon as I recruit my companion, the disposition becomes 93. :shrug: As far as sneak attack, I paid better attention this time and the hostile NPC reacts (attacks my companion) but all my companion does is throw invisible and chameleon on themself but doesn't do anything more. My companion's sneak is 100+. I'm running OBSE 1.6, 16? (where-ever the dot goes); do I need a more recent version? Maybe I should remove the school of illusion mastery spells out of my companions spell list in the esp and see what happens? I gave my companion restoration, armorer, and alteration as major skills. These wouldn't conflict between repairing, healing, and buffing all from one NPC?

I'm also wondering if it's not too much work to implement default (initial) combat style and default (initial) AI routine (read book, sleep, etc) options? If it's too much, don't worry about it.

I initally designed my companion so I could fit them for any companion mod, but so far I'm liking yours (compared to CM partners). Simplicity is good, IMO.

Edit I studdied it a bitt and tried a few things but removing the illusion spells out of my companion's spell list only stopped them from using them, but the sneak attack results are the same. They do nothing but say "help, help I'm being attacked" or like stuff in rapid fire (over and over restarting even before the last sentance is finished) and "attack on sight" and "raise the alarm" get both the same results and my companion doesn't defend themselves either way all while in sneak mode, my own weapon drawn or sheethed. :shrug:
Hm, if it drops to 93 then it sounds like that extra 255 is clocks it over to 0 and starts again. Try changing the disposition boost your faction gives from 1000 to 100 or 255 and see how it goes then? Alternatively, lower their rank as the disposition boost is multiplied by their level.
That seems like the most likely explanation, but it seems a little odd as I'd normally expect clockovers at 255/65535 as they're the maximum in a 1-byte/2-byte variable.
They're currently set to ignore friendly attacks, so they won't defend themselves against 'friendly' attackers. They should assist you against them though if the disposition difference is high enough.
As for them not actually drawing a weapon on their enemies, that's odd. They ought to start the combat by buffing themselves, but they should still attack.

NPCs should be able to have restoration/alteration/armourer all on one. They get locked down when they begin one support behaviour and no other support function can try to use them until it finishes.

What do you mean about default combat style, just having the NPC's starting melee/ranged determined when they're recruited? That's doable, yeah. Adding NPCs reading/sleeping etc when they're waiting is more work than it's worth, as I'd have to write up a system to create fake schedules for all your waiting NPCs, deal with them not standing around like lemons for 8 hours if there's no beds available, deal with location creep when you reenter the cell and so on...

Glad you like the design of it. It's more based on what I've found I need from companions than anything else, so I've kept it simple and (sort of) streamlined.
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Lyd
 
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Post » Fri Nov 20, 2009 4:42 am

Hm, if it drops to 93 then it sounds like that extra 255 is clocks it over to 0 and starts again. Try changing the disposition boost your faction gives from 1000 to 100 or 255 and see how it goes then? Alternatively, lower their rank as the disposition boost is multiplied by their level.
That seems like the most likely explanation, but it seems a little odd as I'd normally expect clockovers at 255/65535 as they're the maximum in a 1-byte/2-byte variable.
They're currently set to ignore friendly attacks, so they won't defend themselves against 'friendly' attackers. They should assist you against them though if the disposition difference is high enough.
As for them not actually drawing a weapon on their enemies, that's odd. They ought to start the combat by buffing themselves, but they should still attack.

NPCs should be able to have restoration/alteration/armourer all on one. They get locked down when they begin one support behaviour and no other support function can try to use them until it finishes.

What do you mean about default combat style, just having the NPC's starting melee/ranged determined when they're recruited? That's doable, yeah. Adding NPCs reading/sleeping etc when they're waiting is more work than it's worth, as I'd have to write up a system to create fake schedules for all your waiting NPCs, deal with them not standing around like lemons for 8 hours if there's no beds available, deal with location creep when you reenter the cell and so on...

Glad you like the design of it. It's more based on what I've found I need from companions than anything else, so I've kept it simple and (sort of) streamlined.

Faction disposition to 100 gives me the same results. I didn't put any ranks in my custom faction. I have my factions crime, gold multiplier set to 0, would that effect anything?
Well, if I get attecked my companion reacts/ assists me, no problems there. If only they get attacked and not me, my companion just stands there taking a beating until I step in.
Well my companion may draw their weapon and buff with an invisible and chameleon spell, but nothing after that. They don't sneak attack.

When you make an NPC, there's an option for combat style. Some option examples are Default, DefaultMage, DefaultArcher, etc. I'm mean the very default combat style that the NPC is initially programmed with before they're given any of the "melee only", "use ranged and magic only", "try to be versatile", etc. After one of those commands have been selected, I was wondering if it's possible to add an option so they revert to their origional combat style (simple?). Example, a conjurer, tell them use "melee only" but after a while I might want them to go back to their origional combat style that Bethesda programmed them with.
As far as default AI routine, I mean I gave my companion their own routine. Wake at 6am, eat breakfast 1 hour, drink 1 hour, randomly cast light, bound gauntlets, or invisible (simulate training), eat/drink supper at 6pm for 2hours, read book at 8pm for 2hours, 10pm sleep. When I tell them to "wait here" the only options I have are "no just stay here", "harvest ingrediants", "make yourself at home". "Just stay here" the only thing they do is wonder around, "harvest ingrediants" haven't tried it yet but I figured it's self explanitory, "make yourself at home" they only sit and eat the whole time. I was thinking it would be simple? to add a command that just reverts the NPC to their origion AI packages? The only problem with that is if you have an NPC that Bethesda made, they would wind up going all the way back home if your in the middle of nowhere. I designed my companions AI packages to do their routine on the spot and the only way I can get them to do it is if I dismiss them every time, and then recruit them again when I need them. You wouldn't have to add anymore AI packages yourself I don't think. I designed my compions AI packages to execute them where-ever my companion is at the time.

Although there might be one or two features that I like about CM partners, just all the individual commands you have to give them at every turn, especially in the heat of battle, gets to be quite cumbersome. Plus CM's they loot only one type of item or everything, where CSR loots based on value or you can tell your companion to leave the looting to you (which I like). Learn spells from scrolls is a cool feature. To actually have a context command key assigned is useful. The wonder from player's character distance is better, not so short like CM's. All CM's partners have to be specialized and can't be an all in one class, unfortunately. With CSR it appears your campanion can be a jack-of-all-trades, if done right. CSR is easier to design an NPC for since you can recruit anyone and can be independant from the CSR pluggins if I want to. About the only thing I like about CM's is, perhaps, more immediate command execution. I.E: you companion goes into sneak mode the second you do without delay. The training feauture in CM's is neet but ruined by a 2 minute timer instead of stopping when you cry "uncle" (yield). I think I wouln't mind learning to program/ scipt my companions AI to take more initiative on healing, although I suppose that could go the other way and they'd wind up healing more than combating.
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joeK
 
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Post » Thu Nov 19, 2009 10:30 pm

Faction disposition to 100 gives me the same results. I didn't put any ranks in my custom faction. I have my factions crime, gold multiplier set to 0, would that effect anything?
Well, if I get attecked my companion reacts/ assists me, no problems there. If only they get attacked and not me, my companion just stands there taking a beating until I step in.
Well my companion may draw their weapon and buff with an invisible and chameleon spell, but nothing after that. They don't sneak attack.
Ah, right. Then that's just a symptom of them having a high enough base disposition that they consider everyone a "Friend". As they're set to ignore attacks from friendlies (i.e. you and your other companions) then they'll ignore attacks from anyone else who's just as friendly. It sounds like the sneak attack issues are also down to them having such high base disposition that they refuse to attack their friends until the assist system forces them to (buffing is part of the standard 'Start combat' behaviour, but then presumably they can't find a valid target). So there's no real way to fix it short of dropping their base disposition when recruited.
When you make an NPC, there's an option for combat style. Some option examples are Default, DefaultMage, DefaultArcher, etc.
When I made CSR, there were no functions to get their current combat style to store, so I couldn't add "Revert to default" as an option. I could now, but, unless the issue is an actual error in the mod requiring a bugfix then I won't really get around to adding it, as I'm only modding oblivion to finish off existing work.
to add a command that just reverts the NPC to their origion AI packages?
That's "Dismiss". As it was built for use on any NPC, it's designed around the assumption that you can't just let them wander about under their own steam, or you're liable to lose them (in particular, if you let someone from Anvil go near Bravil, then finding a 'waiting' NPC to get them to follow you again would be confusing as you'd have to search through the whole forest).
About the only thing I like about CM's is, perhaps, more immediate command execution. I.E: you companion goes into sneak mode the second you do without delay.
Well, that's a matter of differing targets for efficieny. I check if your sneak state's changed once every second or so, then update all your companions, whilst they have each companion check every frame then update themselves. At 30fps with 5 companions, that's 149 less "Player.IsSneaking" calls each second in CSR. It's only a fairly minor gain in terms of overhead, but look after the pennies etc.
I think I wouldn't mind learning to program/ scipt my companions AI to take more initiative on healing, although I suppose that could go the other way and they'd wind up healing more than combating.
Healing is something that's an absolute bugger to do, as you run into combat avoidance issues, pathing issues, and every solution breaks something else twice over. You can definitely change the %ages at which an NPC will be selected for a heal (50% and 25% for 'Emergency healing' IIRC) which will increase the amount of healing that goes on, but actually improving the healing behaviour is bastard hard.
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Brooks Hardison
 
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Post » Fri Nov 20, 2009 8:23 am

Thanks for the info.

Well, that's a matter of differing targets for efficieny. I check if your sneak state's changed once every second or so, then update all your companions, whilst they have each companion check every frame then update themselves. At 30fps with 5 companions, that's 149 less "Player.IsSneaking" calls each second in CSR. It's only a fairly minor gain in terms of overhead, but look after the pennies etc.

The button/ key that I use to put my own playable character into sneak mode, would it work to bind the same button for everyone in the party to go into sneak mode at the press of a button/ key, without having to check for the player's sneak mode status?
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Emma
 
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Post » Fri Nov 20, 2009 12:33 am

Well no, you can't run functions when a key is pressed, you can only track each frame to see if a key is pressed and if it isn't, and in this case that'd work exactly the same as tracking player.issneaking each frame. The delay is just down to the frequency the script doing the tracking runs at, up to 1 second doesn't seem too bad, as that script also checks horseriding/weapon draws/other things that need a moderately quick reaction speed. I could up the speed of it, but... it doesn't really seem like an issue that companions don't telepathically know the instant you start to draw a weapon or crouch.
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Imy Davies
 
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Post » Thu Nov 19, 2009 11:28 pm

Fair enough. I shall try and lower my companions base disposition and start a new game and see how it goes.
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Rhiannon Jones
 
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Post » Fri Nov 20, 2009 4:34 am

*Sigh*. Still the same results. Still no sneak attack when I delete my custom faction. No sneak attack even if I recruit anyone from vanilla Oblivion. My NPC has a starting personality of 30 and I still get no sneak attacks out of them.
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Javaun Thompson
 
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Post » Fri Nov 20, 2009 7:04 am

Well, I give up then. It's calling for an attack, the NPC starts the combat behaviour, there's no reason they shouldn't attack the target. The only thing I can suggest would be to make sure they have a ranged weapon and a ranged spell, but even then...
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Damned_Queen
 
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Post » Fri Nov 20, 2009 6:24 am

Well, my companion has both and a summon storm atronauch spell. The only thing left that I can think of is, go through my mods and see if one of them is effecting it.
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Joe Bonney
 
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